What is needed is some official, easy to understand but still complete
documentation so that server OPs and players don't rely on hearsay.

For example, what does tickrate mean? How does client and server FPS
affect the game other than just how often I can get a new image on my
monitor? What are the reasons for the default cmdrate, updaterate,
rate, interp and interp_ratio values and what do they mean? What
happens if you increase them? What if you decrease them? Are different
values better for different kinds of weapons or classes? Can a high
ping give you an advantage? Can a low ping give you an advantage? If I
copy the settings of self proclaimed CS 1.6 experts, will I get more
headshots? Which number is the prettiest, 66, 67, 101 or 121? Is it a
good idea to force every client to run at the highest possible
cmd/updaterate? Should I simultaneously also force a really low rate
while doing this?

There is already some great stuff on the Valve dev wiki, but it's
neither complete nor easy to understand. Better information will be
the only way you could bury misconceptions and everyone (almost) will
gain from it.

On Mon, Oct 17, 2011 at 07:00, Henry Goffin <hen...@valvesoftware.com> wrote:
> There have been long threads about this in the past. Higher FPS had an
> unpredictable and small, but real, impact on "jitter" - depending on server
> OS settings and other complicated factors, a 1000 FPS server might have
> processed packets a few milliseconds sooner than the same server at 500
> FPS... Or not. The engine has been significantly reworked to eliminate this
> extremely subtle effect. Chances are that most players would not have passed
> a double-blind A/B test for guessing if a server on equivalent hardware and
> CPU load was running at 300 or 1000 FPS. But that is irrelevant because the
> engine now has less jitter at 66 than it used to at 1000 under any
> conditions.
> Let's please bury the FPS topic forever now. There are other issues worth
> focusing on, and I would hope that server admins have better things to do
> than debate irrelevant numbers over the Internet. ... Well, I can dream,
> can't I? :)
>
> On Oct 16, 2011, at 9:46 PM, "Travis Brown" <tbrown7...@gmail.com> wrote:
>
> I know TF2 doesnt work right at 100 tick. Im more refering to CSS. They can
> make it work properly but they dont. even locked at 66 tick as it is now
> isnt stable at all. If it boiled down to FPS greater then tickrate then why
> is it i can tell a difference between 250FPS and 500FPS and 1000FPS? That
> kind of throws the pointless out the window.
>
> On Mon, Oct 17, 2011 at 12:39 AM, James Botting <bottswan...@googlemail.com>
> wrote:
>>
>> Tf2 dosen't work properly at 100tick. That's why they disabled it.
>> Valve are tying to make a more uniform experience for all players. And at
>> the end of the day, they have the right to do that and you can't stop them.
>> There have been so many discussions over fps and it has all boiled down to
>> an fps being greater than the server tick rate being entirely pointless, so
>> if you want to waste your CPU just so you can have a higher number then be
>> my guest.
>>
>> On 17 Oct 2011, at 05:35, Travis Brown <tbrown7...@gmail.com> wrote:
>>
>> FPS wasnt a useless number. There was a difference in FPS servers quality.
>> Why are you wasting efforts on trying to mess up the 100 tick mod? Those who
>> run it obviously want it and your trying to sabotage that. Why you all chose
>> to lock everything down to on the worst side of the spectrum i dont know.
>> Locking it to 100 tick and 500FPS would have been much better.
>>
>> On Mon, Oct 17, 2011 at 12:20 AM, Henry Goffin <hen...@valvesoftware.com>
>> wrote:
>>>
>>> Bandwidth settings, etc should remain unchanged from what they were
>>> pre-update. FPS has always been a useless number that does not affect server
>>> bandwidth or update rate unless you also run a binary mod that changes the
>>> tickrate of the game. (Some server hosts appear to be doing this now that
>>> FPS is locked. We will be disabling that type of mod soon, FYI.)
>>> In short, don't worry about it and don't change anything unless you
>>> really feel the need to tinker.
>>>
>>> On Oct 16, 2011, at 2:22 PM, "Rob Liu" <robl...@gmail.com> wrote:
>>>
>>> Can someone please give me a quick run down of the pro and con of server
>>> FPS cap at 65?
>>> Do I need to change any of my server rate to accommodate this new 65fps
>>> cap?
>>>
>>> Cheers,
>>>
>>> Rob
>>>
>>> On Mon, Oct 17, 2011 at 2:45 AM, Saul Rennison <saul.renni...@gmail.com>
>>> wrote:
>>>>
>>>> Your client FPS is completely separate to server FPS...
>>>>
>>>>
>>>> Kind regards,
>>>> Saul Rennison
>>>>
>>>>
>>>> On 16 October 2011 14:43, Sachin Sud <ad...@crazyfreakgamers.com> wrote:
>>>>>
>>>>> Some of my people are getting 250 to 290 fps in css.
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> From: hlds-boun...@list.valvesoftware.com
>>>>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Lane Eckley
>>>>> Sent: Sunday, October 16, 2011 7:10 PM
>>>>>
>>>>> To: 'Half-Life dedicated Win32 server mailing list'
>>>>> Subject: Re: [hlds] Max FPS
>>>>>
>>>>>
>>>>>
>>>>> Advertise much?
>>>>>
>>>>>
>>>>>
>>>>> -Lane
>>>>>
>>>>>
>>>>>
>>>>> From: hlds-boun...@list.valvesoftware.com
>>>>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Server.it -
>>>>> Zelatech srl
>>>>> Sent: Sunday, October 16, 2011 9:35 AM
>>>>> To: Half-Life dedicated Win32 server mailing list
>>>>> Subject: Re: [hlds] Max FPS
>>>>>
>>>>>
>>>>>
>>>>> Still have 1000fps for cs 1.6 and 100 for css on win 2008.
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> www.Server.it
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> From: Saul Rennison
>>>>>
>>>>> Sent: Sunday, October 16, 2011 3:32 PM
>>>>>
>>>>> To: Half-Life dedicated Win32 server mailing list
>>>>>
>>>>> Subject: Re: [hlds] Max FPS
>>>>>
>>>>> Yeah, so you might want to remove "1000FPS" from your hostnames, now.
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> Kind regards,
>>>>>
>>>>> Saul Rennison
>>>>>
>>>>> On 16 October 2011 14:30, Cc2iscooL <cc2isc...@gmail.com> wrote:
>>>>>
>>>>> FPS is locked at 66 now.
>>>>>
>>>>> On Oct 16, 2011 8:27 AM, "Sachin Sud" <ad...@crazyfreakgamers.com>
>>>>> wrote:
>>>>>
>>>>> Hi,
>>>>>
>>>>>
>>>>>
>>>>> With this update fps_max does not work anymore. The fps is based on the
>>>>> rates which we set on the server.
>>>>>
>>>>> Can someone tell me what max fps getting along with rates they have set
>>>>> on the server.
>>>>>
>>>>>
>>>>>
>>>>> Thanks
>>>>>
>>>>> Sachin Sud
>>>>>
>>>>>
>>>>>
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>>>>>
>>>>>
>>>>> ________________________________
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>>>>>
>>>>
>>>>
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